Metroid Map
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There's something uniquely satisfying about exploring the intricate 2D spaces of games modeled after Metroid and Castlevania. It's a feeling I don't get from any other games: an acute awareness of how the world fits together, a knack for sensing where there might be a hidden chamber, a fulfillment from gaining new powers that carry me to previously inaccessible heights. A great Metroidvania map makes you want to master every square centimeter, and remains fun to traverse the second and 10th and 20th time you follow the same path.So how do you create a Metroidvania map? How do you design an interconnected world that keeps backtracking entertaining, giving the player freedom to explore but retaining some control over how they progress?
Is there a secret formula, a sacred text? I put those questions to the creators of, a fantastic Metroid-inspired adventure set in the decaying kingdom of Hallownest, which reminds me of Don Bluth's The Secret of Nimh (but with bugs, instead of rats).We talked about what defines an adventure game like theirs and why they never use the term 'Metroidvania' themselves. Then we got to the really fun stuff: looking at sketches, diagrams, and work-in-progress designs for Hollow Knight's world, from the very beginning through the final version. The origins of Hollow Knight's map.
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Pellen designed the bulk of Hollow Knight's enemies and built out much of the world's interactivity.Ari Gibson, animator and co-director of Team Cherry: Hollow Knight kind of evolved from a game jam, which was the simplest form. I don't think we discussed genres that much when we were making it, or even consciously thought about the difference between Metroid and Castlevania.William Pellen, designer and co-director of Team Cherry: Sometimes as we were making the game and other similar games were coming up, indie games, you'd hear people say 'oh my god, another Metroidvania game, why do they keep cranking these out?' And you think, like, 'All it means is a game set in a large, interconnected world.' We pretty much shied away completely from describing the game ourselves, in marketing and stuff, as a Metroidvania.Gibson: There's a tangential element to that, which is, do you let a genre dictate decisions in your own game? Do you make a conscious decision that you're making something that is a Metroidvania, and build off the conventions of that? I don't think we ever did anything like that. We just said we're going to make an adventure in this big world, and let's build an interesting world with lots of things to discover and see, and hopefully keep people engaged throughout.
Ari Gibson previously ran an animation studio and drew the art for Hollow Knight by hand, while also working with Pellen on design.Pellen: One of the earlier things we did was come up with the basic progression. All the character's abilities, and then we got them into a rough order. At the same time we were talking about the basic structure of the world.
At the start it was basic: 'this is the shape of the world, and the characters are going to get these power ups in this specific order, what is the line, the path they take through the world to get those power-ups.' And then, from there, as the game expanded, we started to do things like change that power-up progression from a linear thing to section it out.Gibson: Less linear, yeah. We chipped away at a lot of the hard gating in the game, to the point where a lot of those power-ups ended up being optional, anyway. And now people are speedrunning the game and getting barely any of the power-ups. Which is exactly what we had hoped.Pellen: One of the early ideas was town at the top area in the middle—the reason it's called Forgotten Crossroads is because it's in the middle, it's the crossroads to the world.
Then you had fungus area to the left, desert land on the right, and then underneath was the City of Tears. And you can kinda see that shape, vaguely, still in the game. And the idea at the start was, you'd go down to the crossroads, and then each of these three areas would have one of the bosses, and it was just going to be the same boss, kind of slightly reskinned.Gibson: Which is the three Dreamers you kill.
So they were actually one boss. Their masks still look similar, but now their bodies look different.
Once you defeated one in each land, you'd come back to the start and fight the final boss.
Metroid Table of Contents Walkthrough
Table of Contents
Metroid | |
---|---|
Japanese title | メトロイド |
Developer(s) | Nintendo R&D 1 |
Publisher(s) | Nintendo |
Distributor(s) | Nintendo eShop |
Release date(s) |
January 15, 1988
October 25, 2004 August 13, 2007 March 1, 2012 March 15, 2012
July 11, 2013 |
Genre(s) | Platform |
System(s) | NES, Famicom Disk System, Game Boy Advance, Wii VC, 3DS VC, Wii U VC |
Modes | Single player |
Rating(s) | ESRB: Everyone OFLC: Parental Guidance (2004 NES Classics re-release) |
Followed by | Metroid II: Return of Samus |
Series | Metroid |
Neoseeker Related Pages | |
Switcher.gg | |
Find Metroid friends online | |
Twitch | Metroid Channel |
Search | |
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- This is the first game in the Metroid series. For other games in the series see the Metroid category.
Metroid is the first game in the Metroid series of video games. It was originally released for the Famicom Disk System on August 6, 1986, and later for the Nintendo Entertainment System in August 1987 (North America) and on January 15, 1988 (Europe). It was the thirteenth best selling Famicom game released in 1986, selling a reported 1,040,000 copies throughout its lifetime. The game was produced by one of Nintendo's most prolific game and hardware designers, Gunpei Yokoi, and was directed by Yoshio Sakamoto. The game's music was composed by Hirokazu 'Hip' Tanaka.
Metroid provided one of the first highly non-linear game experiences on a home console. The basic gameplay is a mix of action-adventure and platform shooter. The player controls Samus Aran across sprite-rendered two dimensional landscapes, starting with only a weak blaster shot and jumping ability, preventing progress to certain areas of the game world. As the player explores more of the area, they will encounter power-ups that can be used to pass the previously encountered obstacles, allowing them to explore further and find more power-ups. In addition to common enemies that inhabit the world, Samus will encounter bosses that she will need to defeat before progressing further.
The original Metroid is present as an unlockable bonus in the Nintendo GameCube game Metroid Prime. In 2004, Nintendo released Metroid: Zero Mission for the Game Boy Advance, a modern 're-imagining' or remake of the original Metroid which also includes the emulated NES game as an unlockable bonus. Also in 2004, Nintendo re-released the original Metroid for the Game Boy Advance as part of the Classic NES Series. Nintendo later released Metroid for the Wii Virtual Console on July 20, 2007 in Europe and on August 13, 2007 in North America. Metroid was in the Top 20 Most Popular Downloads on the American Virtual Console until October 30, 2007, and was the Number 1 download from August 18 to August 21, 2007, displaced by Super Metroid. Currently, Metroid is available on the Nintendo 3DS eShop.
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Story[edit]
In the year 2003 C.C. (Cosmic Calendar), the leaders of various planets united in order to form a congress that became known as the Galactic Federation, in an attempt to construct a fair and structured universe that would enable society to grow and prosper. Under the guidance of this new federation, the individuals of the planets began to associate with each other, and a new civilization began to develop. Various leaps in technology for transportation were created, such as interstellar spaceships, and society flourished through the use of such expansion.
Note: As stated by the Metroid and Metroid II: Return of Samus manuals, the year of the Galactic Federation formation was the year 2000. In Metroid: Zero Mission's manual, the year of the Galactic Federation formation was 2003, retconning what was stated in the Metroid and Metroid II manuals.
At this time, Earth came into contact with individuals from these other worlds, and the advanced technology that these people possessed was shared with the humans of Earth. All seemed to be well in this new society. However, devious groups known as 'Space Pirates' began to attack the spaceships in the hopes of looting valuable goods, striking fear in the hearts of the people. In order to counter these attacks, the Federal Bureau set up a new combat force known as the Federal Police. Yet the pirates were extremely difficult to battle in the depths of space, even with the advanced technology of the Federation. Thus, they recruited a group of courageous individuals who became known as 'Space Hunters', equipped with the best weapons available. The Federation provided huge financial bonuses to the Hunters in reward for hunting down and destroying the pirates.
It is now the year 20X5 C.C., and the universe has continued to develop while battles still rage throughout space. Recently, reports have indicated that a spaceship is traveling with a capsule containing an unknown life force from the deserted planet of SR388. This planet has been attacked and seized by the Space Pirates. While research about this life force, currently in hibernation, is incomplete, it is known that exposure to beta rays for 24 hours will cause it to multiply. Some scientists believe that this life force may have been the cause of destruction of life on SR388. Scientists decide to call this being a 'Metroid' and the mere thought of it being in the hands of the pirates is utterly disturbing. If the pirates learn how to multiply it and use it as a biological weapon, the cost of lives could be overwhelming. The Federation launched search teams to find the pirates and were fortunate to discover that their base was located deep within the planet Zebes. However, none of the forces are strong enough to take the pirates down.
During this outside battle, operations to multiply the Metroid within the Space Pirates' headquarters were soon becoming a reality. Desperate for a solution, the Federation decided that the only option left was to attempt to infiltrate Zebes and destroy the leader of the Space Pirates, 'Mother Brain.' To make matters difficult, the structure of the planet Zebes is a natural fortress that consists of a large maze. Scattered throughout the fortress are various traps and allies of the Space Pirates. This mission clearly requires a special individual to complete, and so the Federation has selected the most dominating Space Hunter of the entire organization. This space bounty hunter is known as 'Samus Aran.'
Samus, though human, has a cybernetic suit, thus providing her with an uncanny amount of power. She has, to this date, completed many missions considered impossible, and her suit has the power to withstand lethal attacks, while providing many itself. Samus makes her way through the fortress-planet Zebes, collecting weapon and health upgrades, advancing to new areas, defeating Kraid, Ridley, and Mother Brain, and, in the end, destroys all Metroids on Zebes.
Table of Contents
Box artwork[edit]
Famicom Disk System
NES (PAL version)
NES re-release
Fish tycoon magic fish. Your common goal is find the 7 magic fish of Isola. They have various effects on the fish in the same tank they reside in. Greenfin Spotanus: Fertility, Speckled Leaffish: Sustence, Crimson Comet: Curing, Oriental Goldbulb: Growth, Orange Snooper: Health, Wasp Grouper: Mutation, Canary.
Classic NES (US)
Famicom Mini
Classic NES (Europe)
editMetroid series
Main series:Metroid ·Metroid II: Return of Samus ·Super Metroid ·Metroid Fusion ·Metroid: Zero Mission ·Metroid: Other M ·Metroid: Samus Returns
Prime series:Metroid Prime ·Metroid Prime 2: Echoes ·Metroid Prime 3: Corruption ·Metroid Prime Hunters (First Hunt) ·Metroid Prime 4
Others:Metroid Prime Pinball ·Metroid Prime Trilogy ·Metroid Prime: Federation Force
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